Search found 9 matches

by spazza360
Mon Apr 23, 2018 6:03 pm
Forum: Releases
Topic: Version 0.16.37
Replies: 10
Views: 13551

Re: Version 0.16.37

Added LuaTrain::kill_count read.
Time for an RPG-style mod to introduce various train buffs based on kill counts :lol:
by spazza360
Mon Jan 11, 2016 4:30 am
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 115851

Re: Friday Facts #120 - Spidertron

Yes but our opinions also are important, we are beta tester, it's necessary that everything was done from the beginning to the end, sometimes a small idea can be big challenge if we want to working properly. And at this moment arises a question is it priority, and other things are not important? Th...
by spazza360
Fri Jan 16, 2015 1:50 pm
Forum: Releases
Topic: Version 0.11.12
Replies: 58
Views: 57331

Re: Version 0.11.12

Great to see some more multiplayer optimisations in this update. Can't wait for the 0.12.x release :D Keep up the awesome work guys!
by spazza360
Sat Dec 13, 2014 7:27 am
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69316

Re: Friday Facts #63 The plans

Well we have natives, train cars, walls, and furnaces. I am sure the right Austrian could use these devices to prepare the world for human colonization. That's dark, man... Not only is that rather racist and insensitive, I don't even understand how you managed to associate Factorio with Nazi German...
by spazza360
Fri Dec 05, 2014 7:59 pm
Forum: Ideas and Suggestions
Topic: trash bins
Replies: 11
Views: 5838

Re: trash bins

This would make a great mod, I may consider trying to make it if noone else does so before me. I was thinking that items can be fed through a recycler and produce scrap, which when put into another machine, has a perhaps 20% chance of producing a random ore. The machine shouldn't be very efficient b...
by spazza360
Fri Dec 05, 2014 10:26 am
Forum: Not a bug
Topic: [0.11.4] Biters vanish upon unreachable path
Replies: 6
Views: 2733

Re: [0.11.4] Biters vanish upon unreachable path

This "feature" was added as a safety net to prevent stuck biters (that can happen for example in very dense enemy bases) from slowing down the path finder. If a bug finds out he repeatedly fails to do what he wants to do, he commits a suicide :-) I would assume that the biters should atte...
by spazza360
Fri Dec 05, 2014 3:59 am
Forum: Not a bug
Topic: [0.11.4] Biters vanish upon unreachable path
Replies: 6
Views: 2733

[0.11.4] Biters vanish upon unreachable path

Map string: >>>AAALAAQABwAEAwYAAAAEAAAAY29hbAIEAgoAAABjb3BwZXItb3Jl AgQCCQAAAGNydWRlLW9pbAIDAgoAAABlbmVteS1iYXNlBAMCCAAAAGl yb24tb3JlAgQCBQAAAHN0b25lAgQCeEVT2v0UAACtEgAAAAAAAAAAAA AAACj0lIc=<<< I am using the Win64 version. I set starting area to none and spawned on a 1 tile island within aggro rang...
by spazza360
Sun Nov 30, 2014 12:02 pm
Forum: Ideas and Suggestions
Topic: [Engine] A possible optimisation for desync recovery
Replies: 5
Views: 2399

Re: [Engine] A possible optimisation for desync recovery

MF- wrote:Search first!
Well I did, I looked through several suggestion pages and didn't notice anything that seemed similar, so I thought it was a new idea.
That's my mistake, I'll check more thoroughly next time.
by spazza360
Sun Nov 30, 2014 6:45 am
Forum: Ideas and Suggestions
Topic: [Engine] A possible optimisation for desync recovery
Replies: 5
Views: 2399

[Engine] A possible optimisation for desync recovery

After playing 100+ hours with friends in multiplayer over the internet, I've experienced far too many desyncs, all of which take several minutes on larger maps due to a slow connection. I believe there is room for a optimisation to the basic desync routine, involving some simple processing of the ma...

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